Kathleen
Ruiz is an internationally exhibiting media artist who creates interactive
simulations, games, installations, sculpture and photography. Her work
explores issues about perception, behavior, interaction and the confluence
of the imaginary and the real, inviting inquiry into how conceptual
constructs are built and how they serve to shape ethics and power.

Portraying the promise of technology as well as its frightening,
fascinating and humorous contradictions, Ruiz poses questions about the
oxymoron of virtual violence, catharsis, and desensitization in simulated
space. She builds simulated and physical places where multiple viewpoints
can be explored and expanded, while challenging us to simultaneously
perceive perspectives of the observer, the observed and the process of
observation.

Kathleen’s
recent scholarly and artistic work explores the innate, but oftentimes
overlooked, ability to use simulation to study intentionality, multiple
perspectives and potential non-colonizing approaches towards understanding
and acceptance of the “other”. Her workconsiders games and simulations as cultural artifacts reflecting how
a society expresses gender, race, and behavior.

Kathleen’s work
is supported by grants from the Mid-Atlantic Arts Foundation Visual Arts
Residency Award, Connecticut Council on the Arts Award, the New York City
Department of Cultural Affairs Percent for Art Commission for permanent
public art, the New York State Council on the Arts Exhibition Grant, the
Experimental Television Center Grant, the National Science Foundation, the
National Endowment for the Humanities, and the New York State Council on
the Arts Individual Artist award. Recent work was also funded by Sony
Computer Entertainment, Europe.

She has exhibited at
numerous galleries, museums and alternative spaces in the United States,
Mexico, Europe, South America, and Asia and her work was reviewed/published
in the New York Times, Aperture, Art News, ARTI, Jornal
do Brasil, The College Art Journal, The MIT
Press, Reuters Video News International, Computer Graphics, Yale University
Art Gallery, Wired, USA Today, arteTV, Kultur:DeutscheWelle, TeknoKultura, and
others.

Current Artistic Research

* The Other: an interactive 3D
simulation that explores the theme of multiple perspectives through different
characters, each with their own viewpoint, in a dynamic environment showing
how one’s actions and decisions affect others environmentally,
socially, and culturally.

* Telomere: a multimedia ballet
exploring conceptions of age and agelessness in a triumph of the human
spirit while the inevitable collapse of body occurs through time.
“Telomere” uses the biological process of cell division as a
metaphor for the life process of a prima ballerina.In an alchemic interweaving of art
and science, the many aspects of aging are experienced physically,
socially, psychologically, spiritually and emotionally.

* ErGoGenicResearch Group: (co-founder), a
trans-disciplinary team of artists, composers, cognitive scientists, medical
doctors, psychologists, and game designers who are developing physical
interfaces and bio-feedback to directly affect gameplay and interaction in
games/simulations to encourage reaching and maintaining healthy levels of
cardiovascular activity. This group is also working on games which aim to
approach satiation through psycho/physio
interaction.

* Capability Gamesand Simulation: (co-founder)an interdisciplinary group
of programmers, artists, engineers, and composers who are developing
interactive multimedia game simulation modules for differently abled people
to help in learning basic life skills for independence through fun,
repetition and engagement. Visual/auditory stimulation and memory systems
are being developed in conjunction with innovative interface modalities
tailored for individuals who have sustained brain injuries or who are
physically and/or mentally handicapped.

* Nanosculptures: and the interplay of macro and nano structures: The area of nanotechnology holds
potential creative territory for new kinds of
artistic/scientific/philosophical/environmental/medical/ethical discourse
and collaboration. Evolving preliminary ideas for nano
dimension projects which consider physical phenomena and new perceptive
environments emerging from nanoscale research
could include fascinating super-mini objects, larger frameworks for virtual
and physical three dimensional “sculptures and terrains” which
would act as catalysts for opening much needed thoughtful and critical
dialogues.

* Experimental Game Design: a
multidisciplinary studio arts course focusing on the creation of innovative
workable game prototypes using a variety of multimedia approaches,
methodologies and materials. Games are analyzed as cultural artifacts
reflecting behavior, social formation, and the representation of gender,
ethnicity and identity. Alternate works that go beyond existing
shooter-type paradigms and emerging forms are encouraged.

* Advanced Integrated Arts: Open to
Institute-wide Ph.D. and graduate students, this course uses integrated
multidisciplinary inquiry and creative studio practice to expand
inventiveness and to explore the potentials and the impacts of our own
contemporary technological, scientific, social, and artistic research as it
unfolds in the context of the larger world and across Arts, Cognitive
Science, Science, Computer Science, Architecture, and Engineering.* Advanced Digital Imaging:An upper level studio exploring individual
visual arts projects contributing to culminating experience, thesis or
dissertation development. Topics and projects in creative personal
expression in imaging, installation, and mixed media practices are explored
drawing from issues raised in class projects. Projects in high resolution
digital photography, painting, illustration, processing, printing, as well
as physical assemblage, and projection are conducted.

Research and recommend hardware, software, cameras, printers and studio
design. Member, Gen/Net: A Gender, Science and Technology Group.
Co-authored the Minor in Game Studies at Rensselaer, and co-authored the
trans-disciplinary Major in Game Simulation Arts & Science (GSAS). Recommend
and co-ordinate symposia and visiting lecture series in interdisciplinary
studies in the arts. Founding member of the multidisciplinary ErGoGenic Game Research Group and the CapAbility Games Research Project.

1988
- 1997

New
York University
Department of Art and Arts ProfessionsNew York, N.Y.

Associate Professor, part time

Helped to establish and develop the Art in Digital Media Program. Created
curriculum at the graduate and undergraduate level to explore the use of
computers in art making. The program is specifically designed to demystify
the technology and empower the artist with the necessary skills for: two
dimensional work including digital photography, painting, &
printmaking, three dimensional virtual sculptural works, animated
interactive installations, digital video, and innovative exploration of the
computer as a tool for augmenting creative thought. Courses created and
taught included: "Advanced Projects in Art and Media: Computer Art I
& II," "Projects in Art and Media: Computer Art I &
II," "Introduction to Computer Art", and "Digital
Photography I & II". Advising students on independent study
projects in digital media, Contributed on-going technical consultation for
software and hardware purchases, creating interdisciplinary bridges both
within the Department of Art and with other departments and schools within
the University, coordinated and conducted research and development for
computers in the arts, consulted in the recommendation of studio lab
facilities, coordinated the guest artist/critics program, designed
materials, events and web site art exhibitions to promote the work of the
students of the Art in Digital Media program throughout the department, the
university, and the local, regional and international community.

Responsibilities included the creation of new curriculum, the teaching of
advanced studio/seminar courses at the graduate level for students
exploring digital media for artistic expression and visualization utilizing
computer technology to augment and expand artistic conceptualization.
Advisement and chairing of student MFA thesis projects.

1990
- 1992

Scholastic
Software Inc.New York, N.Y.

Artist, animator and interface designer Projects included Operation Frog (Mac based
interactive virtual dissection program), Timeline (an innovative interactive program of American history
from 1492 to the present), and others.

Design director of interactive
medical courseware for first and second year medical school curriculum and
for physician scholars including subjects ranging from EEG, psychology,
neurobiology, cell biology, molecular biology (the polymerase chain
reaction) and others. Research and development of animation and scientific
visualization systems. Created
and conducted seminars in the design and implementation of computer based
courseware.

Designer/Consultant for
communications promoting public health. Researched and purchased hardware and
software for computer imaging and trained art staff in the use of computer
systems for desktop publishing.

1981
- 1997

Multi-media
designer and consultant
for major corporate accounts and institutions

·The Streaming Museum, invited artist in
consultation with curator, Nina Colosi for upcoming new exhibitions using
interactive digital media and games in public spaces (www.streamingmuseum.org
) This project uses large electronic screens in public locations in Europe,
Africa, Asia, Australia, Antarctica, South America and North America as
well as on the internet.

2008
- 2009

·“Simulation One”by the CapAbility Games Research
Group, exhibited in the State Capitol Building at the New York State Senate
Disabilities Awareness Day Tech Fair, Albany, N.Y., May 6, 2009

“Creative
Demolition: Reconstructing Culture through Innovation in Film and
Video” curated by Ariella Ben-Dov and Steve Seid, with Eddo Stern
and Greg Niemeyer, Vassar College Art Gallery, New York, June 17 to 24

"Sputnik:
Silent Sound", part of The Uglybeautycage project (Dialogue with
John Cage) by German composer, Ralph Lichtensteiger Silence/Stories
Project Feb. Uglybeautycage project (Dialogue with John Cage)
performed as a concert/reading event with visual projections in
Frankfurt, Germany.

“The Task of the
Artist/Philosopher/Scholar: Contributing to the Cultural Imagination”
presentation to Microsoft Research Team” by Associate Professor of Integrated Arts, Kathleen Ruiz, abd Ph.D.
in conjunction with John Kolb and Rensselaer Science researchers 8:00am
CIBS, Oxbridge Room in BioTech November 2, 2010.

“Kathleen Ruiz: Artistic
Research and Applied Socially Oriented Research and Relevant Selected Student
Research”, by Kathleen Ruiz, presentation to Craig Mundie,
CEO of Microsoft Research 1:30pm EMPAC November 2, 2010.

Ruiz,
Kathleen. Philosopher Artists,
a blogfor doctoral
students and Ph.D.s in the arts to discuss issues, ideas and processes in
artistic research leading to innovative contributions to knowledge. The
dialogs will explore the ability of advanced artist-scholars to uniquely
and simultaneously explore poiesis (making), techne (craft), and episteme
(knowledge).2009- present

"Flash
Stories", co-curated an international on-line exhibition of short
study flash projects from my Rensselaer Intermediate Digital Imaging
students and students at the University of Zhaoqing, Guangdong Province, China.From China:http://zquart.tomrchambers.com/flash_stories.html

From the US:http://www.arts.rpi.edu/~ruiz/IDIflashstoriessp07/idi/index.htm May 2007
"Video Juegos y El Cine”",
invited artist and panelist, Seminci
Valladolid Film Festival, Valladolid, Spain with Roman Gubern,
Professor of Cinema History at the UCLA and University of Madrid;Margarita de la Vego-Hurtado,
Director of the Robert Flaherty Film Festival; Hipolito Vivar Zuirita,
Professor of New Technologies at the Complultense University of Madrid;
Eusebio Sanchez Blanco, Professor of Fine Arts at the University of
Salamanca, and Luis Marin Arias, Chair of Cinema at the University of
Valladolid, October 24, 2006

"Interactive 3D works for the Arts & Scientific Visualization", featured artist in the panel
discussion at the Interactive Multimedia Culture Expo at The Chelsea Art Museum with fellow
artist, Jean-Marc Gauthier. April 15, 2005

"Blended Realities: Creativity, Simulation, & Art", guest
artist/lecturer, the University of Richmond. sponsored by the Mathematics and
Computer Science Department, and the University of Richmond
Museums, Marsh Gallery, Richmond,
Va., September 14, 2004

“Conditions of Engagement in Game Simulation: Contexts of Gender,
Culture and Age” by Ralph Noble, Kathleen Ruiz, Marc Destefano,
Jonathan Mintz. Published in print and on the web and presented at Level Up, the 1st International
Conference of the Digital Games Research Association (DiGRA), the
University of Utrecht, The Netherlands November 4 – 6, 2003.

"The AVA Project: the Camaraderie of Invention", Guest
Artist/Scholar, Bridges II: Collaboration, Communication, Convergence, The Banff Centre, Banff New Media
Institute, and The University of Calgary in collaboration with the
Annenberg Center for Communication at the University of Southern
California, October 4, 2002

State University of New York at New Paltz, Bachelor of Science cum laude,
1974

Awards/Commissions

• “CapAbility Games
Grant from The Center for Disability Services, Albany, N.Y., 2008

• National Endowment for
the Arts, The Arts on Radio and Television Grant Co PI, Arts section with
Linda Lewit and Film Arts Foundation 2007

• National Science
Foundation, “Acquisition of System for Multi-Site Networked Motion
Capture and Visually Immersive Laboratory for Social and Behavioral
Research.” Senior Project Personnel, award number 0521297, 2005

•
Sony Computer Entertainment, Europe, 2004

• New York State Council on the Arts, Individual Artist Grant, 2002

• Experimental Television Center Finishing Funds Grant, 2002

• New York State Council on the Arts, Electronic Media and Film
Exhibition Grant, 2001

• University of Southern Maine, Visiting Artist Grant,2001

• Robert & Barbara L. Bachner Grant, 2000

• Percent for Art, New York City Department of Cultural Affairs,Department
of Design and Construction, 1998